King Arthur's Gold

This build is a pure fix build, with fixes for steam accounts getting "stuck" authenticating or creating an account forever, and for the game freezing for OSX users, as well as some server lock-up issues with some hosts, particularly with mods.

If you have any further issues with the new build, please let us know ASAP!

This build is a fairly minor one for most players, but a big one for server hosts and one of our interns, Cameron1010.

The build contains the first public release of Cameron's code: a totally overhauled API Client. The old API Client was originally meant to be a proof-of-concept, but found its way into production and burrowed in deep. Cameron opted to take on this project and worked with us on designing and implementing a suitable replacement, and disentangling the old client from the engine where needed. Congratulations to him for seeing this project through!

The new API Client uses the same tried and true dependencies of the previous one, but takes a more modern, maintainable approach to the problem. There might be a bit of a bumpy transition as we move things over, but it's been quite extensively tested throughout development.

The only other changes this build are an update to maps, and a single bugfix (missing KDR on scoreboard).

The community-sourced maps have been very much a mixed bag; this build sees a lot of them modified and a few new ones added as a result of feedback.

This is a minor build with a small pass of fixes for issues that came up with the last build.

The terrain resolution stuff has been replaced (again!) as the previous approach was causing lots of troubles. This one basically tries a widening search for a "safe" location, but because an exhaustive search would be incredibly CPU-intensive, it tries a stochastic (partly random) search. This means it will not always find optimal solutions and there's still "jumping"/"teleporting" - but hopefully it's "good enough" for the rare cases you get stuck in terrain anyway.

Let us know if you have new troubles with this new approach! If there's still major trouble, we'll go back to the original solution. Finding a good, reliable solution for this that works with the existing physics implementation and over the network is a nightmare. If it turns out to be a beehive, we'd rather go back to a known-tolerable solution than keep kicking it.

Other Fixes and changes in this build:

Vote pass/fail rules changedthere's been a lot of complaints about this one, so we've tried another system suggested by the community. To pass, the yes votes must at least outnumber the no votes by 2. This still works with low participation (2 votes vs 0, or 3 votes vs 1) but requires a firm majority. We'll open discussion on a better solution for this long term as soon as we can.

Boulders not attributing kills has been fixed.

Arrows no longer collide with heartsThere's some disagreement within the team about exactly how these should behave, but for this build at least, arrows do not collide with hearts, and have a smaller collision shape as well.

A few GUI tweaks to fix things that were out of alignment and hard to read.

This build is a small round of engine changes and tweaks before we take on replacing the API Client code.

The existing API Client has long been a thorn in the side of server hosts, with intermittent crashes and cryptic error messages. As such, it's been largely rewritten (thank cameron1010!) and we're getting it ready for production now.

The changes in this build are all fairly small (though I'm sure everyone will have their own opinion on that) except for the physics engine change. The resolution against terrain has changed a little and "might" fix the bugs causing clipping into the terrain with lag, and should improve the resolution of that when it happens.

Please test it as much as you can and provide feedback on anything that needs improvement.

Other changes that more than 5 people will care about include:

Player markers not visible in darkness - so you can't mark someone to see when they're tunnelling.

Mines can no longer be "stolen" by players on the same team as the owner for free kills. Kills will be paid to the owner unless the mine changes teams.

Slower drowning/faster air regen to make water cause fewer stalemates.

Admins can freeze kegs and people on siege engines

Picking up placed components no longer possible

Chat private messages - I'll let norill explain how this works in detail on the official forums, but the short version is if you tab-complete someone's username the message will go directly to them and be shown in a different colour (currently orange).

Map name shown in chat at the start of the round.

Clantags up to length 10 can be used. This feature is in testing and needs feedback - particularly if it's vulnerable to abuse.

Man the Oars achievement bug fixed.

The rest of the changes can be found in the changelog.

Have Fun!
Max

Full Changelog:

Game Changes:

[modified] corpse hp to 3 from 6
[fixed] player markers visible underground
[fixed] player markers not working when dead/spectator
[modified] better clanmate auto marking
[added] reason strings when votekicked
[removed] bombs colliding with hearts, burgers and other food
[added] fish now die of old age
[added] dead fish rot away after a minute
[modified] fish should now be less likely to cluster
[added] scoreboard team playercounts
[fixed] spectators having their names dimmed on scoreboard
[modified] decreased "teams imba" spam (20s -> 1m)
[updated] KickAFK.as rewritten to work more reliably and only on client
[fixed] cant use grapple while standing at map egde
[modified] un-overlapped resource-counts over 1000 on the hud
[modified] slower drowning (5s -> 6s)
[modified] oxygen meter replenishing twice as fast, 1st gasp refills more
[added] halls pick up scrolls
[added] admin afk kick immunity
[removed] team mine stealing
[added] admin keg freezing
[modified] no siege firing while knocked/frozen
[added] match time synced from server (prevents time starting from when you joined the server)
[fixed] picking up placed components
[added] runners drop all held objects while they're dead
(instead of just when they die)
(possible fix for "floating item when pick up corpse")

Last build went about as well as we could have hoped, but there have still been a few rough edges. Most of those should be fixed with this build.

Building on top of some annoying objects (Logs/hearts) is now possible - let us know if you have any items you'd like to see added to this list. It does cause some icky physics issues that we'll look into soon; a fix for the underlying problem there has been in the works for a long time.

Extremely high speed archer grappling in some circumstances has been fixed.

Bucket not working for putting out fires fixed.

A few collision consistency problems were sorted out.

Some fishy behaviour with the fish was sorted out (you can keep them alive with splashes now)

Fixed missing closing parenthesis in vote passed/failed message.

Material counter totals ever-increasing when juggling an item has been fixed.

Linux/OSX Potential Fixes:

This build may fix the prevailing "crash bug" for Linux and OSX users - please let us know if you still have that crash, as we unfortunately haven't been able to get good coverage while testing it!

Have fun!
Max

Changelog:
[fixed] missing paren in voting
[fixed] shot in a heart causing high speed
[fixed] bucket
[fixed] ever-increasing totals in hover messages for material counters when "juggling"
[modified] match timer starts when the build time is over (thanks makmoud98)
[removed] DecayInWater.as from things that have IgnoreDamage.as anyway
[fixed?] linux/osx crashes
[fixed] steak and grain not colliding with platforms
[added] steak and grain collide with arrows
[removed] hearts colliding with each other mid-air
[removed] "food" tag (only used in 1 place)
[modified] building blocks on logs and hearts now possible (what other items should be possible?)
[fixed] extremely high speed archer grappling on flat ground
[fixed] fishy not colliding with platforms
[fixed] fishy dying on water splash hit
[fixed] "cant build here" indicator being vertical for horizontal ladders

A more minor build this time, just cleaning up some of the rough edges of the last one.

A few bugs and cosmetic issues have been fixed. Check the changelog to see if any issues you had with 2019 are still outstanding, and please report them in the build thread. We'll get to them as soon as we can.

There is one new feature from @norill (one of our interns), which is the ability to "mark" players as special - to keep an eye on them (friend or foe!). They will show up as a little golden arrow on the map (like you do) and have a grey arrow floating above them in-game (your one is still golden).

You can mark players with the "party" key, which is R by default. Anyone sharing your clantag is automatically marked.
Please let him know in the thread any issues you have with this feature, or ideas for extension.

Have fun!

Max

Changelog:

[added] party indicators for clanmates
[modified] some work on grapple to make it harder to glitch through 1 tile holes and platforms (still possible with some platforms)
[modified] un-aligned names/clantags in scoreboard
[fixed] hitting trees and spikes when not overlapping (and made hitting spikes on backwall easier)
[fixed] builder hitting flowers
[fixed] can't place seeds
[changed] large stacks of materials decay slower, small stacks decay faster

Here's your pre-halloween build for KAG. It's been a long time! We're into the Build 2000s now, which means it was over 5 and a half years ago that MM opened up visual studio and started the project. How time flies!

I'm hoping to avoid the usual "event day" fiasco by nipping it in the bud early. I'll be around to make sure nothing too drastic has happened tonight, and have a day to fix any tricky issues before the weekend.

This is the first release build to come out of the build server since the migration. While I'm hoping everything just "goes smoothly", things are rarely that simple. Please give us your patience should anything go awry.

This build contains a huge pile of quality-of-life changes, as well as some nice new content!

New maps from the community in both CTF and TDMThese have been a long time coming! Please give us your feedback on the maps, any ones that don't work in practice, and any that you love. We'd like this to be an iterative process and for the maps to be refined over time, rather than you guys getting "stuck" with something that doesn't work. Congrats to the authors for being chosen!

Killstreak Display+6 is back, baby. If you get consecutive kills in a 2 second window you'll get an increasing counter along with the hover text. This is likely to "act funny" in some circumstances but if you let us know how to reproduce them, we'll be happy to iron out the kinks!

Clantag DistinctionPlayers who commonly use a clantag have expressed frustration that it isn't clear in-game that their clantag isn't part of their name. They are commonly greeted as their clantag rather than their username. This build makes some attempt to amend that, and shows clantags in grey everywhere except in the chat field, where multi-colour lines are not supported.

APIClient Fixes and IPv6 removed.Only minor ones since we have a whole new implementation almost ready for release! However, this may help with putstatus issues and servers locking up, and removes all the IPv6 complications. IPv6 is not supported in any way by our underlying game networking library so having it supported for the APIClient honestly didn't make sense.

Tunnel GankingTunnels have long been a doubled-edged-sword for a team. They let you get forward, quickly but form a potential route right to your base for the enemy. This is still the case, but there's a few changes in place to make it a little harder to abuse them.
You can no longer hit tunnels (or any shops) "through corners" - this prevents builders from abusing corners to destroy tunnels unfairly.
You are stunned when travelling through a tunnel and cannot use tunnels while stunned - this prevents rapid-fire teleporting and makes saw traps on home-base tunnels more effective, but also makes "claiming" a tunnel easier (anyone coming through it is at your mercy).

Fixes galoreA lot of crashes and other bugs have been fixed in this build - hopefully there's not too many new bugs to offset them!

Changes not in this build:

Boulder changesPeople on the forums are after changes to boulders increasing their effectiveness in the downwards direction - we couldn't get these into a playable state so that'll have to come later

Inventory amount handling changesSome work went towards simplifying the engine-side inventory behaviour but it caused desync issues and was reverted for the time being. The messages have been separated more nicely though and it should be more reliable due to some game-side changes, but for those overjoyed to hear the +Amount messages were fixed 100%, sorry!

New APIClientThis is coming soon, but since it's such a big change we want to do a new build focussed on it (soon!)